Streamline pointer notation (#2139)

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Bassoonian authored and GitHub committed 2025-05-16 12:04:44 +01:00
1 parent 74bf498aaa
commit 16357c7e29
89 files changed
+406 -406

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+19 -19
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@@ -16,7 +16,7 @@
// get the sprite index of that player.
#define UR_PLAYER_SPRITE_ID(leaderId, memberId) (MAX_RFU_PLAYERS * leaderId + memberId)
static EWRAM_DATA struct UnionRoomObject * sUnionObjWork = NULL;
static EWRAM_DATA struct UnionRoomObject *sUnionObjWork = NULL;
static EWRAM_DATA u32 sUnionObjRefreshTimer = 0;
static u8 CreateTask_AnimateUnionRoomPlayers(void);
@@ -136,7 +136,7 @@ static u8 GetUnionRoomPlayerGraphicsId(u32 gender, u32 id)
return sUnionRoomObjGfxIds[gender][id % NUM_UNION_ROOM_CLASSES];
}
static void GetUnionRoomPlayerCoords(u32 leaderId, u32 memberId, s32 * x, s32 * y)
static void GetUnionRoomPlayerCoords(u32 leaderId, u32 memberId, s32 *x, s32 *y)
{
*x = sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0] + MAP_OFFSET;
*y = sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1] + MAP_OFFSET;
@@ -181,10 +181,10 @@ static void RemoveUnionRoomPlayerObjectEvent(u32 leaderId)
RemoveObjectEventByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup);
}
static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 * movement)
static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 *movement)
{
u8 objectId;
struct ObjectEvent * object;
struct ObjectEvent *object;
if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId))
return FALSE;
object = &gObjectEvents[objectId];
@@ -198,7 +198,7 @@ static bool32 SetUnionRoomPlayerEnterExitMovement(u32 leaderId, const u8 * movem
static bool32 TryReleaseUnionRoomPlayerObjectEvent(u32 leaderId)
{
u8 objectId;
struct ObjectEvent * object;
struct ObjectEvent *object;
if (TryGetObjectEventIdByLocalIdAndMap(sUnionRoomLocalIds[leaderId], gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objectId))
return TRUE;
@@ -213,7 +213,7 @@ static bool32 TryReleaseUnionRoomPlayerObjectEvent(u32 leaderId)
return TRUE;
}
u8 InitUnionRoomPlayerObjects(struct UnionRoomObject * players)
u8 InitUnionRoomPlayerObjects(struct UnionRoomObject *players)
{
s32 i;
@@ -229,7 +229,7 @@ u8 InitUnionRoomPlayerObjects(struct UnionRoomObject * players)
return CreateTask_AnimateUnionRoomPlayers();
}
static bool32 AnimateUnionRoomPlayerDespawn(s8 * state, u32 leaderId, struct UnionRoomObject * object)
static bool32 AnimateUnionRoomPlayerDespawn(s8 *state, u32 leaderId, struct UnionRoomObject *object)
{
switch (*state)
{
@@ -253,7 +253,7 @@ static bool32 AnimateUnionRoomPlayerDespawn(s8 * state, u32 leaderId, struct Uni
return FALSE;
}
static bool32 AnimateUnionRoomPlayerSpawn(s8 * state, u32 leaderId, struct UnionRoomObject * object)
static bool32 AnimateUnionRoomPlayerSpawn(s8 *state, u32 leaderId, struct UnionRoomObject *object)
{
s16 x, y;
@@ -290,7 +290,7 @@ static bool32 AnimateUnionRoomPlayerSpawn(s8 * state, u32 leaderId, struct Union
static bool32 SpawnGroupLeader(u32 leaderId, u32 gender, u32 id)
{
struct UnionRoomObject * object = &sUnionObjWork[leaderId];
struct UnionRoomObject *object = &sUnionObjWork[leaderId];
object->schedAnim = UNION_ROOM_SPAWN_IN;
object->gfxId = GetUnionRoomPlayerGraphicsId(gender, id);
@@ -302,7 +302,7 @@ static bool32 SpawnGroupLeader(u32 leaderId, u32 gender, u32 id)
static bool32 DespawnGroupLeader(u32 leaderId)
{
struct UnionRoomObject * object = &sUnionObjWork[leaderId];
struct UnionRoomObject *object = &sUnionObjWork[leaderId];
object->schedAnim = UNION_ROOM_SPAWN_OUT;
if (object->state == 1)
@@ -311,7 +311,7 @@ static bool32 DespawnGroupLeader(u32 leaderId)
return FALSE;
}
static void AnimateUnionRoomPlayer(u32 leaderId, struct UnionRoomObject * object)
static void AnimateUnionRoomPlayer(u32 leaderId, struct UnionRoomObject *object)
{
switch (object->state)
{
@@ -390,7 +390,7 @@ void DestroyUnionRoomPlayerObjects(void)
DestroyTask_AnimateUnionRoomPlayers();
}
void CreateUnionRoomPlayerSprites(u8 * spriteIds, s32 leaderId)
void CreateUnionRoomPlayerSprites(u8 *spriteIds, s32 leaderId)
{
s32 memberId;
for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++)
@@ -405,7 +405,7 @@ void CreateUnionRoomPlayerSprites(u8 * spriteIds, s32 leaderId)
}
}
void DestroyUnionRoomPlayerSprites(u8 * spriteIds)
void DestroyUnionRoomPlayerSprites(u8 *spriteIds)
{
s32 i;
for (i = 0; i < NUM_UNION_ROOM_SPRITES; i++)
@@ -427,7 +427,7 @@ void SetTilesAroundUnionRoomPlayersPassable(void)
}
}
static u8 GetNewFacingDirectionForUnionRoomPlayer(u32 memberId, u32 leaderId, struct RfuGameData * gameData)
static u8 GetNewFacingDirectionForUnionRoomPlayer(u32 memberId, u32 leaderId, struct RfuGameData *gameData)
{
if (memberId) // If not leader
return sMemberFacingDirections[memberId];
@@ -442,7 +442,7 @@ static bool32 IsUnionRoomPlayerInvisible(u32 leaderId, u32 memberId)
return IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID);
}
static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct RfuGameData * gameData)
static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct RfuGameData *gameData)
{
s32 x, y;
s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId);
@@ -465,7 +465,7 @@ static void DespawnGroupMember(u32 leaderId, u32 memberId)
MapGridSetMetatileImpassabilityAt(x, y, FALSE);
}
static void AssembleGroup(u32 leaderId, struct RfuGameData * gameData)
static void AssembleGroup(u32 leaderId, struct RfuGameData *gameData)
{
s16 x, y, x2, y2;
s32 i;
@@ -493,7 +493,7 @@ static void AssembleGroup(u32 leaderId, struct RfuGameData * gameData)
}
}
static void SpawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData * gameData)
static void SpawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData *gameData)
{
u32 i;
switch (gameData->activity)
@@ -528,7 +528,7 @@ static void DespawnGroupLeaderAndMembers(u32 leaderId, struct RfuGameData *gameD
static void UpdateUnionRoomPlayerSprites(struct WirelessLink_URoom *uroom)
{
s32 i;
struct RfuPlayer * leaders;
struct RfuPlayer *leaders;
sUnionObjRefreshTimer = 0;
for (i = 0, leaders = uroom->playerList->players; i < MAX_UNION_ROOM_LEADERS; i++)
{
@@ -554,7 +554,7 @@ bool32 TryInteractWithUnionRoomMember(struct RfuPlayerList *list, s16 *memberIdP
{
s16 x, y;
s32 i, memberId;
struct RfuPlayer * leaders;
struct RfuPlayer *leaders;
if (!IsPlayerStandingStill())
return FALSE;